Wrangler's Forum Posts

  • Hi, I don't know where I'm supposed to report this, so I'll do it here.

    A user named maksvir has been creating "tutorials":

    Example 1

    Example 2

  • A little something for iOS!

    <img src="http://i.imgur.com/ritLsDJ.png" border="0" />

    Shoot ALL the arrows!

  • There's been a new dev diary entry over at the Dungeon Buster IndieDB page.

  • Whilst I wait for the news update to be authorised over on IndieDB I put together this screenshot of the first demo level (without regular enemies, just the Ninja Master and the helpful skeletons). It's a big image, so click I've put it as a thumbnail link here:

  • Looking good so far :) Good luck with your game!

  • Velojet get yourself a PayPal account so I can smother you with money!!!

  • RandomExile You're supposed to deflect them back at him with your sword.

  • Today's picture update:

    Ninja Master demo mini-boss!

    <img src="http://img7.imageshack.us/img7/820/44ced96dcc2d4e92bba61e9.png" border="0" />

    <img src="http://i.imgur.com/7gYC5Lp.png" border="0" />

    <img src="http://i.imgur.com/3gGgAUI.gif" border="0" />

    He teleports between the yin-yang symbols on the tatami mats and throws ninja stars at you.

  • Today's picture update:

    <img src="http://i.imgur.com/qnKVZSe.png" border="0" />

    This is the WIP trade screen. When you mouse over an item, the item's information is displayed below. Hurray!

  • For something completely out of my comfort zone I tried using Adobe Illustrator for the first time!

    <img src="http://i.imgur.com/YV4sf6z.png" border="0" />

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  • Thanks Dave, I've been wracking my brains trying to come up with interesting ways to bring a bit of depth to the gameplay.

    BluePhaze I'm not looking to monetise my game, so that wouldn't factor into things. I tried to keep the characters slightly simpler so that they contrast better with the environments, and as such they aren't easily missed/overlooked. It's all work in progress though, so it's all open to change if it suits.

  • Instead of giving the wall object the 'Platformer' behaviour and simulating movement, why don't you try giving it the 'Bullet' behaviour?

  • Everyone here is making valid points when it comes to stepping on the toes of copyright holders, though if you feel you can avoid the legal pitfalls of making something with another IP then I say go for it. I wish you the best of luck, a Pok�mon MMO would be fantastic.

  • Looking good C-7 best of luck with your game!

  • <img src="http://i.imgur.com/s1kfiOs.png" border="0" />

    The time is fast approaching for the release of the alpha demo for Dungeon Buster!

    Lots of things have changed since I last posted:

    • Buster's look is being reworked: <img src="http://i.imgur.com/Dr5ON5F.png" border="0" />
    • There are puzzles to be solved: <img src="http://i.imgur.com/i9z55qz.png" border="0" />
    • There are secrets to be found: <img src="http://img844.imageshack.us/img844/4517/ecd65cb767a44b169418963.png" border="0" />
    • And most importantly, dungeons to be explored: <img src="http://img713.imageshack.us/img713/5629/5f5ed4fa7e6e4863a8aee6e.png" border="0" />

    Here's a more thorough changelist:

    • Added notes & journals (forms of clues for dungeon secrets, non-writeable)
    • Added 'Adventure Mike's Fine Grain Revealing Salts' - a puzzle solving item.
    • Added number combination puzzle type.
    • Added invisible bridge puzzle type.
    • Added 'dead adventurer skeletons' - combine with the journals as a visual cue.
    • Enemies use the pathfinding behaviour, combined with a line of sight engine.
    • Tweaked the chest system for better randomised loot.
    • Added short sword weapon.
    • Added long sword weapon.
    • Added longbow weapon.

    And the to-do/WIP list:

    • Started creating the demo level.
    • Rework the user interface elements.
    • Improve combat.
    • Rework the levelling system.
    • Fully animate Buster & the enemies.

    There's still a lot to be done before the demo will be ready, so I can't put a definite date up for the release, but what I can say for sure is that it will sadly not be available on the Scirra Arcade, due to the use of custom behaviours. I will most likely host it on the Clay.IO website, or failing that on my own website.

    Stay tuned for more info/sneak peeks in the coming week!